Engineer and Medic Class

Here is my concept for a new class, designed to help the defenders dig in or give the attackers some cover. This is to help create a more dynamic battlefield, as we do not have destructible terrain(which is fine), but we still need landscape interaction. This class is intended to be a strategic player in giving the team defensive positions, and can be useful at point blank combats. In addition, he is capable of deploying turrets or mines, along with creating trenches for his team to dig in. Like if you want this, and please comment on ideas and suggestions!

Engineer class
Weapons-
Shotgun-3 pellets, 30 damage each. 2 shots a second, 4 shot magazine.
DC-15SG-Shotgun, 6 pellets, 25 damage each, 1 shot a second, 2 shot magazine
Tri-shot- 3 pellets, grouped closer together for better range, but 1.5 shots a second. 35 damage each, 6 shot magazine.
CR-1-8 pellets, 20 damage each, a lot of spread, 1.5 shots a second, 2 shot magazine.
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.Abilities
Q-Fortification-only one available at a time. Takes 5 seconds to construct, 500hp, like crescent shaped ones on Kashyyyk, only half the size.
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E-Blaster turret-deploys a turret, like on Kashyyyk, Yavin, etc. Hit g to use it.
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F-Dig-Digs a trench at current location just large enough for 1 trooper to stand in. Takes 1 second. Note that there is no recharge time, but it takes half a second for the engineer to redraw his gun. Dirt siding for planetary maps, ice for Hoth, and circuits for Death Star, etc.
.Starcards-Trench warfare
Gain a small amount f bp for every ally that uses a trench.
5,10,15,25bp
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.Ability cards
Reinforced Fortifications-Fortifications have more hp.
Total hp-600,650,700,800
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.Faster trenches
Trenches take less time to construct.
0.9,0.8,0.7,0.6 seconds
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.Defensive trenches
Explosive damage reduction while in trench
5%,7%,10%,15%
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.Defensive turret
Turrets now have a defensive panel to shield the user, and increased hp.
Increased hp-50,100,150,250
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.Turret grid
More turrets may be deployed
2,3,4,5
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.Mines-replaces turrets
Mines may be hidden in the battlefield(dark grey octagonal disks),200 damage
Number deployable
1,2,3,4
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.Larger fortifications
Full size now, not half size
Increased construction time
3,2.5,2,1
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.Weaponized fortifications
Fortifications now have a rocket launcher mounted on them, 150 hp for launcher
Rocket damage-200,250,300,350

Replies

Here is my concept for a new class, designed to help the defenders dig in or give the attackers some cover. This is to help create a more dynamic battlefield, as we do not have destructible terrain(which is fine), but we still need landscape interaction. This class is intended to be a strategic player in giving the team defensive positions, and can be useful at point blank combats. In addition, he is capable of deploying turrets or mines, along with creating trenches for his team to dig in. Like if you want this, and please comment on ideas and suggestions!

Funny you mentioned this because I was thinking about how Killzone 2 had an Engineer-class last night. The Engineer should be the one to carry a turret, not an officer. Officer should be more of a support class but it's the most powerful class in the game even with all the nerfs.

Funny you mentioned this because I was thinking about how Killzone 2 had an Engineer-class last night. The Engineer should be the one to carry a turret, not an officer. Officer should be more of a support class but it's the most powerful class in the game even with all the nerfs.

It is improving slowly, but he is still an ho/ability/gun support with command and presence, while engineer can be more of a defensive support yet still lethal at close quarters. Idea came from how BFV has dynamic terrain.

Yes, the turret is a similar idea, only the shield should be a starcard upgrade. Hiwever, we already have AT capabilities on 3 classes, 4 would probobly be too much. I feel like fortifications at choke points would be best.

Yes, the turret is a similar idea, only the shield should be a starcard upgrade. Hiwever, we already have AT capabilities on 3 classes, 4 would probobly be too much. I feel like fortifications at choke points would be best.

Fortifications at choke points would kill any chance the attackers have on most of the maps.

Yes, the turret is a similar idea, only the shield should be a starcard upgrade. Hiwever, we already have AT capabilities on 3 classes, 4 would probobly be too much. I feel like fortifications at choke points would be best.

Fortifications at choke points would kill any chance the attackers have on most of the maps.

I mean the attackers can make them. Besides, the fortifications are fairly low, and the wall would not fit there anyways... Leaving trenches and turrets only.

Search droid
Rather than repairing, the droid scouts terrain.
Topographical minimap shown for medic player for the droids area. The droid makes any units within it marked on radar.
Radius of scan
3,5,7,10

Here is my concept for a new class, designed to help the defenders dig in or give the attackers some cover. This is to help create a more dynamic battlefield, as we do not have destructible terrain(which is fine), but we still need landscape interaction. This class is intended to be a strategic player in giving the team defensive positions, and can be useful at point blank combats. In addition, he is capable of deploying turrets or mines, along with creating trenches for his team to dig in. Like if you want this, and please comment on ideas and suggestions!

Search droid
Rather than repairing, the droid scouts terrain.
Topographical minimap shown for medic player for the droids area. The droid makes any units within it marked on radar.
Radius of scan
3,5,7,10

Now this is what Id like. Maybe not all of these abilities but the classes are on my battlefront 2 wish list.

High Technology Detector (A detector that allow you to see who has low Health (if the Player looks red
means less than 50%HP, if the Player looks blue means more than 50% HP)
(duration 40 seconds, (40,50,60,75) (replaces Bacta Bomb)

High Technology Detector (A detector that allow you to see who has low Health (if the Player looks red
means less than 50%HP, if the Player looks blue means more than 50% HP)
(duration 40 seconds, (40,50,60,75) (replaces Bacta Bomb)

Hmmm... And what if the special medic card(like presence, assault training, etc) yielded hp regen within 2,3,4, and 6 meters of the medic? These two things would work well hand in hand. 5 hp a second, plus whatever hp regen is. Presence would still be beneficial, too.

The engineer could be more technology based since it should be more of a support class, it could have an ability like the old bsttlefront to slice through a tank and destroy it, an ability to disable any technology in a wide area including vechicles, maybe another to repair the medics droid as well as any turets, could also have an ability to hack into enemy turrets and turn them against the enemy. They should really focus on making the class its own thing and the fortifications r great, but mayb make them small like 1/2 man can fit behind?

I would surely like real medics/engineers to be in Battlefront ala Battlefield. I don't think Battlefront should be a "casual alternative" to Battlefield. It should be a full on Battlefield: Star Wars complete with all of the features a real Battlefield game is expected to have, and that the old Battlefront games had, that new Battlefront for some reason gets away with not having. I'm talking more support classes and abilities, limited ammo (so that an ammo crate guy would be useful), as well as way more vehicles, all of which are MANUALLY controlled, have cockpit views, and can be used more often.
I mean when they first announced 2015's Battlefront 1, I was imagining it having medics, engineers, way more land vehicles, more game modes (or at least a conquest mode), needless to say I was so disappointed. Battlefront 2 is a little better but it's still very shallow.

They need to make sure in the third battlefront that all vehicles are spawned onto the map and anyone can get in or out so you can find a vehicle and get in with other players, the laat gunship should have a pilot and be a troop transport, make it 40 vs 40 and put alot of emphasis onto the trooper classes making each one feel very different with different playstyles and roles to fulfill, all just as impactfull as eschother in many different situations. Much less focus on heroes. Start of with mostly just troopers vehicles and reinforcements and then when the game has solid gameplay for this, add heroes to it to add a bit more to the game.

They need to make sure in the third battlefront that all vehicles are spawned onto the map and anyone can get in or out so you can find a vehicle and get in with other players, the laat gunship should have a pilot and be a troop transport, make it 40 vs 40 and put alot of emphasis onto the trooper classes making each one feel very different with different playstyles and roles to fulfill, all just as impactfull as eschother in many different situations. Much less focus on heroes. Start of with mostly just troopers vehicles and reinforcements and then when the game has solid gameplay for this, add heroes to it to add a bit more to the game.

Well said. I feel there is way too much focus on heroes who steal the show by being numerous and overpowered. I would much rather have more fleshed-out classes that are more rewarding to play, especially points-wise. You get zero points for using Finn's two support abilities. Why even bother playing as him then? The officer is the only class that gets some real abilities. Even then I think the whole star card deal where you HAVE to have a flashbang and turret by default is pretty stupid. Why can't you replace the unupgraded flashbang with an unupgraded EMP without using a star card? Ridiculous!
They're only just now adding the clone trooper tank two years later that they should have had when the game came out. It's really insane how the PSP games had way more vehicles, and multi-seated vehicles you had full control over. Plus Elite Battlefront let you start on foot, get in a ship and then fly up into space to attack capital ships, whenever you wanted! Not to rant but Battlefront 2 is pretty pathetic by comparison by virtue of the fact that it didn't even try.

They need to make sure in the third battlefront that all vehicles are spawned onto the map and anyone can get in or out so you can find a vehicle and get in with other players, the laat gunship should have a pilot and be a troop transport, make it 40 vs 40 and put alot of emphasis onto the trooper classes making each one feel very different with different playstyles and roles to fulfill, all just as impactfull as eschother in many different situations. Much less focus on heroes. Start of with mostly just troopers vehicles and reinforcements and then when the game has solid gameplay for this, add heroes to it to add a bit more to the game.

Well said. I feel there is way too much focus on heroes who steal the show by being numerous and overpowered. I would much rather have more fleshed-out classes that are more rewarding to play, especially points-wise. You get zero points for using Finn's two support abilities. Why even bother playing as him then? The officer is the only class that gets some real abilities. Even then I think the whole star card deal where you HAVE to have a flashbang and turret by default is pretty stupid. Why can't you replace the unupgraded flashbang with an unupgraded EMP without using a star card? Ridiculous!
They're only just now adding the clone trooper tank two years later that they should have had when the game came out. It's really insane how the PSP games had way more vehicles, and multi-seated vehicles you had full control over. Plus Elite Battlefront let you start on foot, get in a ship and then fly up into space to attack capital ships, whenever you wanted! Not to rant but Battlefront 2 is pretty pathetic by comparison by virtue of the fact that it didn't even try.

I quite like the fact they keep adding stuff, if they hadnt been rushed and this was the game they released at launch it would have been amazing i think.

We can only hope that Battlefront 3 will be designed specifically with all the failings of Battlefront 2 in mind. I feel like Battlefront 2 was a tremendous step up over Battlefront 1 and that it has only gotten better (except for the over-abundance of mismatched clone skins) so I don't doubt Battlefront 3 will be fundamentally better. It is at least nice that they have kept working on Battlefront 2 so that it's not nearly as bad as it was at launch.